Four Split Personalities
Chapter 2771 - 1312: The Smoke of Fierce Battle
Many people like to compare war to a game of chess.
It could be Go, checkers, chess, shogi, Gomoku, or Western chess. In short, apart from the thrilling and fast-paced game of Ludo, war can almost be compared to any type of chess without feeling awkward.
There are mainly two reasons.
First of all, many games, including war, differ greatly from each other, but the most representative and strategic among them are board games. So whether it’s war, basketball, soccer, or other sports events, as long as the number of participants is slightly larger, in other words, having enough ’pieces,’ makes it eligible to be likened to chess.
Secondly, for some unknown reason, people seem to think that using chess to describe something appears very fashionable, with chess and Go being the most representative.
In summary, using board games as examples for war is well-received both in The Realm of Innocence and the Real World, and indeed, it is simple and straightforward to explain.
Commanders on both sides are chess players.
Troops under their command are chess pieces.
The battlefield they are on is the chessboard.
However, unlike most board games, war is never fair. Its chessboard is asymmetrical, its pieces vary in strength, and the skill between players is vastly different.
So essentially, although most wars can be described using chess, they differ fundamentally from actual chess.
Take the familiar example of chess, if a pawn reaches the rook, then even though the rook is an undeniably advanced type of unit, it would be directly eliminated. But in real combat, things are not that simple, because the quality of the pieces themselves is different.
Similarly, when it comes to army groups, the elite war corps of the Griffin Dynasty and the ’rabble’ during the Misha County campaign are completely different concepts. The latter may have the capability to directly defeat twice the number of mutants, while the former, if willing, could eliminate all monsters throughout the county in just three days.
The same reasoning applies to the battlefield; in reality, the complex environment and weather are totally different matters compared to a fair chessboard, and there’s very limited room for them to be mutually analogous.
However, simulation battles are not real wars, especially in a tournament application of this fair mode. Whether it’s the strength of troops under the command of both sides or the battlefield equivalent to a chessboard, everything has been made as balanced as possible, and under this premise, testing the skills of the Commander is pushed to almost limitless extents.
This is why everyone knows that simulation and actual combat are two different things yet still use them as the main qualification benchmark for a Commander.
It may be somewhat simplistic, but relatively objective. Despite being theoretical war discussions, it is also the most authoritative theoretical war discussions!
At this moment, nearly a quarter of the area on the God’s Eye View combat map was dyed blood red, a sign of intense combat between both players. In the common perception of simulation enthusiasts, this red gleam in the Spectator’s view usually only illuminates near the end of the simulation, and most are crucial life-and-death battles.
In fact, many individuals with average skills cannot even produce this effect because in their eyes, what is already an all-out confrontation fails to qualify for the Deduction System’s ’high-intensity combat’ standards; in plain terms, ordinary C-level mutual pecking simply cannot make such specialized equipment ’ignite.’
Of course, such situations will not occur in high-level events like the Warfire League. All players who can enter the main tournament will almost certainly produce this effect at some point in their matches, adding luster to their high-quality command skills.
Until the last round, the longest ’fierce battle’ special effect in this competition was during the previous match between Ramollok and Richard Ryan; especially in the last five minutes, Richard’s position was almost constantly flickering with red effects every second. Although Ramollok was actually using preset instruction cards for preemptive command, the excitement level was still very high, thrilling countless people.
However, compared to this simulation match now, in a certain aspect, the level of intensity in the previous match between Ramollok and Richard was almost like—playing house.
Unsure of when it started, Spectators who had finally rid themselves of the ’split feeling’ described by La Ersi were startled to discover that the plains used as the temporary battlefield had been completely enveloped by red light. If not for Lei Er Si contacting the main control room to artificially adjust the brightness, viewers wouldn’t even know exactly how both sides were fighting...
To be fair, this cannot be blamed on the developers of the Battle Six type for being less meticulous. It must be noted that their original intention was to create some real ’highlights’ when the battle reached its peak, hoping that with this fitting and rhythmical special effect, they could enhance the atmosphere. The starting point is definitely very good.
It’s just that no one anticipated that the glow in the Spectator’s view, which originally only appeared after reaching a certain intensity, and in most cases would be ’fleeting,’ impossible to sustain, was simultaneously lit up several dozen times, and it almost always was of the highest intensity ’fierce battle’ grade.
Since the main system of the Battle Six type can analyze the tactical rhythms of both sides, the state of soldiers, and even simply automatically delineate the ’main battlefield’ by handling orders from both sides, such issues of ’lighting mess’ shouldn’t happen by fault.
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